Critical Play 1 – One Night Ultimate Werewolf

I recently played the online version of ‘One Night Ultimate Werewolf’ on netgames.io, created by Bezier Games. This game is designed for groups of people seeking a fun, interactive experience that encourages social interaction, camaraderie, and role-play. Suitable for 3-10 players, ideally aged eight and above, the game allows participants to assume secret roles, some of which may be known to other characters.
Each round consists of a night phase, where players ‘sleep,’ and a morning phase, where decisions about the werewolves’ identities are made. If werewolves are killed, the villager team wins; if not, the werewolf team prevails. The game then proceeds to the next fast-paced round.
The werewolf team features characters like the Minion and the Alpha Werewolf, each with different objectives. The minion, for instance, aims to convince others that they are a werewolf, and their sacrifice leads to the werewolf team’s victory. The villager team may include villagers, a Seer, a Robber, etc., who possess special abilities like viewing other players’ cards or assuming others’ roles. These elements add depth to the game, making it engaging and compelling.
Compared to Mafia the Party Game, One Night Ultimate Werewolf is faster-paced, allowing players to experience multiple roles within a shorter time frame. This helps maintain interest and keeps players engaged for more extended periods.
Playing the game was enjoyable, despite the initial learning curve. I played with two friends who were new to the game. In our first round, I was a werewolf; one friend was a minion, and the other a villager. Unfortunately, they both voted to kill me, as the minion didn’t yet understand their role. This unexpected betrayal sparked interesting post-game discussions.

Our small group of three made it challenging to experience the game’s dynamics fully, and playing online with a FaceTime call limited our ability to read body language. However, this reliance on guesswork was not necessarily a drawback.

I would suggest increasing the minimum player count to five for better interaction and variety in character roles. For the online version, incorporating a video component where all players can see each other simultaneously could enhance the experience, simulating an in-person gathering.

 

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